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Applying Causal Models to Dynamic Difficulty Adjustment in Video Games

We have developed a causal model of how various aspects of a computer game influence how much a player enjoys the experience, as well as how long the player will play. This model is organized into three layers: a generic layer that applies to any game, a refinement layer for a particular game genre, and an instantiation layer for a specific game. Two experiments using different games were performed to validate the model. The model was used to design and implement a system and API for Dynamic Difficulty Adjustment(DDA). This DDA system and API uses machine learning techniques to make changes to a game in real time in the hopes of improving the experience of the user and making them play longer. A final experiment is presented that shows the effectiveness of the designed system.

Identiferoai:union.ndltd.org:wpi.edu/oai:digitalcommons.wpi.edu:etd-theses-1319
Date26 April 2010
CreatorsMoffett, Jeffrey P
ContributorsCharles Rich, Advisor, Joseph E. Beck, Advisor, David Finkel, Reader, Michael A. Gennert, Department Head
PublisherDigital WPI
Source SetsWorcester Polytechnic Institute
Detected LanguageEnglish
Typetext
Formatapplication/pdf
SourceMasters Theses (All Theses, All Years)

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